Skyrim EP40: Escape Goat Simulator

By Shamus Posted Wednesday Jun 4, 2014

Filed under: Spoiler Warning 100 comments


Link (YouTube)

I am thinking that we need to wrap this season up. We’re in the slow descent at the end where we’re starting to repeat our criticismsActually, just me. and complaintsMe again.. We’re also at the limits of what I can meaningfully recall. I mean, I’ve played my share of Skyrim…

skyrim_played.jpg

…but I’ve only done the main quest once, and that was something like two years ago. Later this week you’re going to see just how little I remember. The point being, my ability to offer commentary beyond “Hey, this is kind of silly, amirite?” is diminishing quickly.

Having said that: This is kind of silly.

Here is the Skyrim 2012 sketch Mumbles was talking about.

 


 

Experienced Points: How Massive is Wolfenstein: The New Order?

By Shamus Posted Tuesday Jun 3, 2014

Filed under: Column 104 comments

So here is an article based on a Tweet, where we compare the size of the new Wolfenstein game with the sizes of the games of yesteryear.

(Do we capitalize tweet? It’s a noun (or verb) derived from a proper noun. I had the same question the other day (also in a tweet) about whether we should capitalize the verb derived from Patreon. Someone pointed out that since Patreon was derived from “patron” and already had “patronize”, it wouldn’t make any sense to start capitalizing an existing word. (Although I’ll bet we can find examples of people doing exactly that.) But this particular verb form of tweet is new. My gut says we shouldn’t capitalize it, but my fingers want to. So I dunno.)

ANYWAY.

Getting back to the article. I ask the question, “How much space would you need to store every game ever made for every platform, on or before 1992?” I’m pretty uncomfortable with my appraisal of DOS games. After I turned it in, I re-read it and felt that the size I came up with was just way too small. On the other hand, the number was a really wild guess and I don’t know how to come up with a more solid number. I didn’t want to submit a re-write with one arbitrary number replacing another simply because the new number seemed “better” in some ill-defined gut-sense of the word. What I really needed was a better way to extrapolate an answer, and I didn’t have one. I’m content to leave the DOS stuff as a weak spot in the article and see if readers have any better answers. Even if I was off by a factor of ten, the main thrust of the article stands: Wolfenstein: The New Order is BIG.

I’m still really enjoying the game. It’s absurd and fun and very old-school in its approach to shootin’ Nazis. I’ll have a more detailed discussion about the game once I finish it.

 


 

Diecast #61: Video Editing, Nintendo’s Cut, Watch_Dogs

By Shamus Posted Monday Jun 2, 2014

Filed under: Diecast 178 comments

We’re proud to present this hour of podcast, which is completely free of anyone talking about Dark Souls. You’re welcome. However, I now own Dark Souls, so one of these days we’re going to have that conversation. You have not gained your freedom. Only a reprieve.

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Show notes: Continue reading ⟩⟩ “Diecast #61: Video Editing, Nintendo’s Cut, Watch_Dogs”

 


 

Patreon!

By Shamus Posted Sunday Jun 1, 2014

Filed under: Personal 199 comments

Most Patreon videos are there so you can introduce yourself and talk about what you make. I chose not to do that. Instead, I talked about why I was doing a campaign. Which involves a lot of complaining about Google.


Link (YouTube)

If you’re not into the whole video-watching thing, then visit visit my Patreon page for the transcript. Uh, also visit my Patreon page if you want to donate, which is the whole point of this.

There’s a certain taboo against talking about money. To an extent, I understand that. It’s crass to brag about how much you make, and since pay grades are all over the place, one person’s “Boo Hoo I only make $Butts” is going to be pretty offensive to someone who makes $Butts/2.

But Krellen has made a pretty good case that these rules don’t always make sense. Certainly there’s room for talking openly about money when you’re asking people for some. I know I’m far more likely to give to charities with a lot of transparency and reluctant to give to ones that act like a drop box. So let’s talk about what I do and what I’m hoping for.

Continue reading ⟩⟩ “Patreon!”

 


 

Skyrim EP39: Ist Der Head Zer Poppins

By Shamus Posted Friday May 30, 2014

Filed under: Spoiler Warning 135 comments


Link (YouTube)

For those of you who don’t speak Germish, the episode title is roughly translated as, “My goodness, I seem to have unexpectedly removed this person’s head in a humorous manner!” (Germish is a very compact language.)

Also, the “Me go too far” stuff Mumbles and I were doing is a reference to this classic comic.

 


 

Ad Free, CyberLink, and Patreon

By Shamus Posted Friday May 30, 2014

Filed under: Notices 67 comments

The ads on the site are gone. They’re staying gone. I’m going to launch a Patreon campaign next week. (Probably Monday.) My hope is that the campaign will cover the loss of ad revenue. And if it doesn’t? Eh. I’ll figure something out. It actually feels great to not have to worry about the ads.

Remember when I made videos? It’s been a while. In the past I used Windows Movie Maker, but after I upgraded to Windows 7 I found that the bundled version of WMM had been neutered and was barely fit for making family photo slideshows. It didn’t seem worth my while to try to get the old version working, since it was a bit crap, crashed all the time, and didn’t support HD video. The open source alternatives weren’t all that great, and the commercial ones were too expensive for my tastes.

But!

Continue reading ⟩⟩ “Ad Free, CyberLink, and Patreon”

 


 

Skyrim EP38: Master Chef

By Shamus Posted Thursday May 29, 2014

Filed under: Spoiler Warning 78 comments


Link (YouTube)

I hate when I make a mistake that doesn’t get corrected until the next episode, because it means that once the episode is released I’ll have 24 hours of people informing me of an error I’ve already dealt with. So in an attempt to head that off: Max von Sydow is very much not Hungarian. I’ll talk more about him next episode, so I’ll leave the rest of my correction until then.

There are a lot of things wrong with how the game handles exposition and cutscenes, but right now I want to talk about two high-level problems.

1. The camera-grab-and-zoom approach to dialog does not work. Rather than enhancing immersion, it ruins it. It makes the models look worse, undercuts the voice performance, and frustrates and confuses the player when the grab is done at a bad moment. This problem is exacerbated by the fact that…

2. The designers abuse the camera-grab like crazy, using it for incidental characters and regularly creating these traffic jams of people waiting in line to camera-grab the player in succession.

The first thing – and I mean the very first thing before anyone does any more scripting or writes another line of Elder Scrolls dialog – is to KILL this camera-grab mechanic. BioWare already figured out how this works: When the player is close, the NPC says something like, “Do you have a minute?” and the player can initiate conversation when they’re good and ready. And if they don’t bother? Then they didn’t want to have the conversation anyway. Having an inattentive player accidentally miss some content is a trivial problem when compared to the crime of camera-grabbing EVERYONE, ALWAYS, so every piss-ant peasant can interrupt the player with random quest hooks.

Yes, there are a few small situations where you still need to pull the player into dialog. It would be pretty silly if Sovereign had showed up and just waited demurely for Commander Shepard to begin the conversation. But those moments are very few and far between and should only be initiated by important characters with important plot details and the quest writer should have to fight the lead designer for every one of them.

The other problem is that camera-grab dialog is very one-way: NPC to player. It doesn’t allow three people to have a conversation and it’s clear that Bethesda has basically given up on allowing the player to interact with the world through dialog. Since the player can’t contribute, there’s no reason to hold them hostage. Let them run around, loot the room, jump on the furniture, or whatever else. They will hear the dialog but not focus their attention on the dull body animations and complete lack of facial expression, which will be a net gain.

The conversation in Delphine’s basement is a good example of how it should work: The NPCs jabber exposition and they don’t interfere with the player until there’s a decision for the player to make. All Bethesda needs to do is take this approach and apply it to single-NPC conversations as well.

This won’t come close to fixing all of the dialog problems with this game, but it would be a massive step in the right direction.